Marvel Mods

XML and MUA - Common Items => Modding Tools => Topic started by: nba2kstuff on January 05, 2007, 10:51PM

Title: New V1.0: XMLBCUI Compiler IDE
Post by: nba2kstuff on January 05, 2007, 10:51PM
(https://drive.google.com/uc?id=1DSAKj8F1RjlgXCjXWAhln0x8aUqq1BuB)

Hello friends!

After some requests to make the XMLB compiler and decompiler easier to use for general users, i've developed a UI for it. The new program is called XMLB-Compiler-UI.

XMLBCUI is a front end user interface to make the process of decompiling, compiling, and editting of XML source scripts in Activision's Marvel Ultimate Alliance and X-Men Legends 2 games easier. These XMLB/ENGB files contain various command actions and attributes that govern the game API engine, and the scripts can be used to widely customize and mod the game with new, unique and fun features.

The main menu to the IDE is as follows:
(http://www.nba2kstuff.org/mua/help_xmlb/images/main.gif)


                              Decompile Option

Use the Decompile menu option to browse for the INPUT XMLB/ENGB compiled file you wish to decompile into the script command .XML file. the dialog is as follows:


(http://www.nba2kstuff.org/mua/help_xmlb/images/decompile.gif)

You then hit the Accept button to decompile the ENGB or XMLB file into the .XML text file script which you can edit. A console box will pop up and show you success or any errorss, so hit ENTER in it when the decompilation is completed. the  console box appears as follows:


(http://www.nba2kstuff.org/mua/help_xmlb/images/decomp1.gif)


                                Edit Option

Next, you would edit your generated .XML file with your new commands. Run the Edit menu option, and the currently selected XML script file will come up in notepad. Copy, Cut, and Paste whatever commands you see fit , then save your file.


(http://www.nba2kstuff.org/mua/help_xmlb/images/edit.gif)


                               Compile Option

After you have edited you newly modded custom commands in your source .XML text file, use the Compile menu option to rebuild your XMLB or ENGB file from your source text file.  Browse for your input XML source text file, then enter/browse for your output XMLB or ENGB compiled file, and hit Accept. see below:

(http://www.nba2kstuff.org/mua/help_xmlb/images/compile.gif)

The console box will popup showing success or error, then hit ENTER in the box, and your done!

(http://www.nba2kstuff.org/mua/help_xmlb/images/comp1.gif)

Now run the game and see if your mod works the way you want it!!


download here:
https://drive.google.com/open?id=1IJ7fnqOWXJH1e-Vw1RbLaCuMsGyLZuwP
(MIRROR) http://www.mediafire.com/?2s949t38aidelcd

peace and happy modding!!!
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: THX on January 05, 2007, 11:53PM
haha I knew if anyone could make this process easier you could, nice work! ;D

Members if you romance Nba2k right he may just make this for us:

(http://marvelmods.com/games/mua/console_project/console.jpg)
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: thetommyboy2002 on January 06, 2007, 05:13AM
Thanks so much NBA2kstuff, this works really well.
I hope everythings going good for you and your brother.
Cheers!
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Joshco on January 06, 2007, 12:15PM
AWESOME! This is perfect for simpletons like me. ;)
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: menneb on January 09, 2007, 07:01PM
Quote from: THX on January 05, 2007, 11:53PM
haha I knew if anyone could make this process easier you could, nice work! ;D

Members if you romance Nba2k right he may just make this for us:

(http://marvelmods.com/games/mua/console_project/console.jpg)

Romance up eh? *heads to get flowers and candy....and a limo...and money....and something else*
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Joshco on January 10, 2007, 09:08AM
Quick question, can this be used to decompile/recompile pkgb files as well?

Thanks,
Josh
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Noelemahc on January 10, 2007, 09:50AM
Yes, they're the same type, just differently named. Remember to state the extension correctly when you recompile, it defaults to XMLB and that won't cut it for your purposes.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: BliZZ on January 10, 2007, 01:47PM
This, as well as the old ones (which I prefer, btw) absolutely REFUSE to recompile the npcstat. No matter what I do. Any advice?
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Noelemahc on January 10, 2007, 01:53PM
Hex editing? J/k, I actually hadn't attempted to work with the npcstat yet. My guess would be... It's too large for the program to handle, innit?
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: thetommyboy2002 on January 10, 2007, 01:57PM
Quote from: BliZZ on January 10, 2007, 01:47PM
This, as well as the old ones (which I prefer, btw) absolutely REFUSE to recompile the npcstat. No matter what I do. Any advice?

I just decompiled npcstat.xmlb, then recompiled it, with no problems.
Perhaps in editing it an error snuck in?
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: BliZZ on January 10, 2007, 03:11PM
I'm trying to do the .engb

And, even if I made an error, it should still recompile fine.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: thetommyboy2002 on January 10, 2007, 03:28PM
Quote from: BliZZ on January 10, 2007, 03:11PM
I'm trying to do the .engb

And, even if I made an error, it should still recompile fine.

I decompiled and recompiled npcstat.engb without error.
So either theres a problem with your PC, or you have made enough of an error that it will prevent recompilation.
Because it works for me.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: nba2kstuff on January 11, 2007, 10:39PM
Quote
Yes, they're the same type, just differently named. Remember to state the extension correctly when you recompile, it defaults to XMLB and that won't cut it for your purposes
in addition to changing the extension to .pkgb (or whatever you want) in the output textbox (for example), you could also hit the Browse button on the output .xml textbox and navigate to the file you wish to have as the output file. if the file exists, it should then create a backup .bak file of it, so it wont overwrite your existing one, and then generate the output as the file you select.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: nba2kstuff on January 11, 2007, 10:43PM
Quote from: BliZZ on January 10, 2007, 03:11PM
I'm trying to do the .engb

And, even if I made an error, it should still recompile fine.

What needs to be carefully paid attention to is:
- the braces {},
- = signs
- and ; (semicolons).
if any of those characters are misplaced , the compile will clogg up im sure.
so be most careful of those.

if you prefer the command line versions of the program, you can still install the GUI version, and also downlaod the:
xmlb-compile v2.1 Batch utilities.
you can then Use Open With, and point your file extension to the XDCOMPILE, and XCCOMPILE batch scripts and use windows explorer to perform teh simlar processes.
you can read more how to set that up here:
http://www.nba2kstuff.org/mua/xmlb-compile-utils.txt

good luck!


Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: BliZZ on January 12, 2007, 02:50AM
I do. Trust me, I'm setting it up fine. I'm also using the batch utilities. I redefined Fury to Cyc in my herostat, so I'm trying to add him back into the npcstat to remove the '%' from his name. But the ****ing thing won't recompile >:( I've tried 10 or 12 times now.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: nba2kstuff on January 12, 2007, 04:04AM
when it doesnt compile, do you mean the program crashes or it stops processing somewhere?

if you edit that XCCOMPILE.BAT and put a -b
like:
for %%x in (%f%) do xmlb-compile -b %%x new.%%~nx

it will print some debug information and break where the text in the file seems to be messed up.

if you can uplaod that file and i'll look at it and see?
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: BliZZ on January 12, 2007, 04:16AM
I don't know how, or why, but adding the '-b' seems to have made it want to recompile :o Thanks a bundle!

So now I have an NPCstat with Fury defined, meaning it IS safe for anyone who wants to overwrite Fury as playable.

(http://img214.imageshack.us/img214/2910/untitled1gy5.th.jpg) (http://img214.imageshack.us/my.php?image=untitled1gy5.jpg)
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Noelemahc on January 12, 2007, 04:23AM
QuoteSo now I have an NPCstat with Fury defined, meaning it IS safe for anyone who wants to overwrite Fury as playable.
Which is gonna be a good thing if we never figure out how to expand the herostat to accomodate more than 26+1 chars and start throwing people out the window. *nodnod*
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: cvc on January 17, 2007, 01:22PM
This is were Im at,decompile edit but can not get it to compile after repeted atempts?not much hair left hat time need help,herostat file...? said error code 4
Well it works perfect on my other pc? Guess just got to fiddle with it.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: ben0414 on February 03, 2007, 11:20PM
can i use this to edit silver surfer's slow time power?..like prolong the efect or something?,,
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Noelemahc on February 04, 2007, 01:47AM
Quote..like prolong the efect or something?
Sure. Find the values for that power in the powerstyle (ps_silversurfer) and alter them. Can't help you beyond that as nobody had worked on SS to my knowledge, so you'll have to figure the details out for yourself.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: ben0414 on February 04, 2007, 02:18AM
thank u so much noelemahc..i hav juz 1 more question..wat powerstyle folder should i edit..the one in the data or in the packages?..
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Noelemahc on February 04, 2007, 02:20AM
Duuuude. You really gotta read all of the forum first. Because:
1) It will occupy you for a week during which I will be able to decompress after my vacation and not snap back at such stupid questions;
2) It will tell you that the files in packages only define what files from other folders should be loaded by the game and therefore you should touch them ONLY if you're ADDING something new, not changing something.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: ben0414 on February 05, 2007, 08:29AM
ok,sory 4 askng 2 much,,,but tnx anyway,,,
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: The Four-Eyed Avenger on February 06, 2007, 11:14AM
Anybody else had any luck getting XMLBCUI to run with Windows 2000?

:(
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: fluid_static on February 06, 2007, 02:14PM
lol I thought I was the only one who couldn't get it working w/2K. 
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: kfcrispy on February 21, 2007, 05:38PM
i keep getting this error when trying to compile anything.
(http://i160.photobucket.com/albums/t176/kfcrispy/error.gif)
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: thetommyboy2002 on February 21, 2007, 05:47PM
Thats not an error.
It's a message. Hence the complete absence of the word "error" in it.
Had you actually done what it says, and run the game, you'd know that.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: kfcrispy on February 21, 2007, 09:50PM
err it doesn't produce any file though. when i run the game it's just using the herostat i put in earlier.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Noelemahc on February 21, 2007, 10:26PM
Quotewhen i run the game it's just using the herostat i put in earlier.
Sheesh, dude, you be daft. [/decaf morning talking]

Your screensnap shows us you store the file you edit OUTSIDE of the game's folder. Ergo, the generated file is ALSO stored outside of the game's folder. Make a habit of automating the procedure (i.e. either editing the herostat straight from the game's DATA folder and keeping backups with various pre-sets, like I do; or copying the produced file to the DATA folder in a mechanical subconscious move) and checking that the file did get altered via any self-respecting HEX editor, because if you misspell something or leave one space too many after a = sign, the resulting file will CTD the game.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: thetommyboy2002 on February 22, 2007, 05:58AM
Quote from: kfcrispy on February 21, 2007, 09:50PM
err it doesn't produce any file though. when i run the game it's just using the herostat i put in earlier.
Would you care to share with us WHAT you tried to do, and HOW you tried to do it, because then we can maybe help you.
Otherwise all I can tell you is that you made a mistake somewhere, because th programme works fine for me and I've decompiled/edited/recompiled probably 100 different files, and herostat and NPCstat probably a hundred times each.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: DJay Saint on February 22, 2007, 07:20AM
If you can't compile herostat at all, it's probably because you forgot the braces at the end of a function, or the semicolon at the end of a line.  It will pretty much compile no matter how many spelling errors you have (although not everything will work correctly), but if you forget the general syntax, the program can't compile herostat (or any file for that matter).
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: kfcrispy on February 22, 2007, 04:24PM
ah i got help for this, thanks.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: es32123 on February 23, 2007, 11:48AM
i don't know where to ask this, but i used the texture finder from nba2kstuff's site whenever iI load a skin file it just shows a swizzly picture, i have tried every Pixel Settings but still nothing happens, am I doing something Wrong, can someone tell me how to use it to edit the skins and Icons

Thank You 
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Noelemahc on February 23, 2007, 12:55PM
You can't EDIT anything with it. It's only there to get the image offsets out.
For MUA, you set it to DXT1 mode and scroll the scrollbar on the right down till you see patterns. They're big and obvious (stretching the window to full screen helps). You then check the RGB-BGR checkbox and start increasing the shift one by one till the clear image appears. Simple as pie!
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: rainy_de_lunche on March 17, 2007, 10:19PM
i tried to add the xmen characters but only when i tried to recompile i ended up with a .txt file and an empty .xml file
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: kfcrispy on March 18, 2007, 03:47PM
check for any possible mistakes in your file or try remaking it completely.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: rainy_de_lunche on March 18, 2007, 05:45PM
i tried to remake it and i got gambit to show up, but his powers dont show up. im trying to replace moonknight.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Noelemahc on March 18, 2007, 09:08PM
Have you made packages for Gambit with this particular model slot (if replacing MK, then it should be gambit_4101.pkgb)?
Otherwise powers will not work. Ever. It's like a checklist for adding anything:

1. Check file integrity.
2. Check file locations.
3. Check file sufficiency.
4. Check and make packages as necesary.
5. Run game, check workingness.
6. Check the packages again :D
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Norrin Radd on July 12, 2007, 08:43PM
Quote from: THX on January 05, 2007, 11:53PM
haha I knew if anyone could make this process easier you could, nice work! ;D

Members if you romance Nba2k right he may just make this for us:

(http://marvelmods.com/games/mua/console_project/console.jpg)

I know this is slightly offtopic, but THX did you make this ui? because i know how to make the program work (Character Select) but I didn't make a ui. If you know how to make the ui and interface it with other code, then we may be in buisiness.

edit: Actually, you wouldnt need to interface code, all i would need to know is if you can call shell commands from the ui (for example call 'c:\program.exe -flags' from command prompt), then i can set it up and tell you what flags you need to do what
edit:
nevermind, i am making my own
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Tony Stark on June 04, 2012, 12:46PM
Can one of the Moderators, etc. update this thread with the working link in this thread?
http://marvelmods.com/forum/index.php/topic,7833.0.html
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Nowhere Man on June 05, 2012, 05:14AM
Done.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Tony Stark on June 05, 2012, 10:05AM
You put up the wrong link; sorry, I should've been more clear about which it was, Nowhere Man. The good link is this one, from the end of the thread.
http://www.mediafire.com/?2s949t38aidelcd
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Nowhere Man on June 05, 2012, 06:45PM
Redone :P

Thanks!
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Achilles1986 on June 09, 2012, 09:33PM
Has anyone else noticed that if you close the program using the "X" button on the top-right corner of the window - the window will close, but the process will still remain "active" (as shown in the processes tab of Task Manager) ?
So if you keep on closing and re-opening it as I have, you will end up having two dozen instances of the same process in Task Manager (and each will "eat" memory) ..

Also, if someone does decide to fix this minor incovenience, he should also fix the other minor inconvenience that lead us here. I'm talking about the inability to browse directly for another xml file. You know.. when you already edited an xml file, the only way to edit another one is to close and restart the program so that it will ask you to browse to the desired file when you click "edit" again.


Just saying.. not complaining. :D I really appreciate the work done by the program's developer. It only needs a little polish to be perfect.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: iammingy on June 09, 2012, 10:16PM
Nobody has the source code. So, the GUI portion (XMLBCUI) needs to be rewritten.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: Tony Stark on June 09, 2012, 10:35PM
I've always thought the command-line option was simpler anyway.
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: liamjohnwyn on February 05, 2017, 09:13PM
Hey guys!

I am trying to change some heroes, and I get to the edit stage but even after decompiling, there apparently isn't any xml being made? Can anyone please help?
Title: Re: New V1.0: XMLB GUI Compiler IDE
Post by: BaconWizard17 on February 06, 2017, 03:38PM
Explain exactly what you're doing, including where the files you're decompiling are, and I can tell you what you're doing wrong.